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SummaryWhen C&C goes EA
The GoodThis game certainly took the best elements from the games developed by Westwood such as garrisoning infantry, and doing secondary objectives and the promotion for units. And let's not forget Joseph D. Kucan reprising his role as Kane and showing a lot more emotions and vibes than he did in Tiberian Dawn and Sun. Of course the new cast of characters are well chosen and execute the cutscenes brilliantly. And finally there's the Scrin campaign, which makes for a nice little extra.
The number of different infantry and vehicles alike all have different purposes in battle. It feels kind of good to have wheels rolling again as opposed to the majority of walkers from Tiberian Sun. The most versatile are the GDI's APC and NOD's Avatar. Then there's the superweapons in the arsenal, which absolutely barrages and even devastates your opponent if targeted in the right place.
The BadIn this game there are features lacking such as Frank Klepacki's awesome soundtracks as well as campaigns shorter by a mission or two. New and bad features were also added to the mix. Unlike previous C&C games, there was never any fog of war, which you might be used to by now, except for one problem. In most strategy games, you can order your units to attack a building shrouded by the fog, but in this game, you can't until it appears in your visual range, which makes commanding different groups twice as hard as it ought to be. As for the minimap, it's unreliable as it doesn't show units very well with such dull colours. Then there's ranking between you and opponents in the campaign. You have to grind your units winnings to get experience, but your opponent can sometimes mass produce promoted units. Talk about an unfair advantage.
The most annoying mechanics that ruin the gameplay are the clunky movement of the units. Sometimes they when you command them to retreat, some will do a U-Turn right into the path of danger, while other will try to improvise dangerous routes that get them by opponents. The Scrin are particularly this clunky, like they've been high on Tiberium. Regarding unit behaviour, Defensive set units seems to behave exactly the same as Aggressive set ones, you end up destroying a harvester or air unit that you meant to capture. It's also hard to select some of the flying units when you need to. All this is pretty much a high-speed train wreck. The earlier C&C games had units moving in perfect rotation and proper routes. To add to annoyance is the computer constantly telling you that your units are under attack including the ones on-camera, which is very redundant. If the word Artificial Stupidity were real in computers, this game would be a fine example.